feat: add combat and deleveling AI
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86
Client/Domain/AI/Deleveling/TransitionBuilder.cs
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86
Client/Domain/AI/Deleveling/TransitionBuilder.cs
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using Client.Domain.AI.State;
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using Client.Domain.Entities;
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using Client.Domain.Service;
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using Client.Domain.ValueObjects;
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using System.Text;
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using System.Threading.Tasks;
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namespace Client.Domain.AI.Deleveling
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{
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public class TransitionBuilder : TransitionBuilderInterface
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{
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public List<TransitionBuilderInterface.Transition> Build()
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{
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if (transitions.Count == 0)
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{
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transitions = new List<TransitionBuilderInterface.Transition>()
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{
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new(new List<BaseState.Type>{BaseState.Type.Any}, BaseState.Type.Dead, (worldHandler, config, state) => {
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if (worldHandler.Hero == null) {
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return false;
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}
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return worldHandler.Hero.VitalStats.IsDead;
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}),
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new(new List<BaseState.Type>{BaseState.Type.Dead}, BaseState.Type.Idle, (worldHandler, config, state) => {
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if (worldHandler.Hero == null) {
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return false;
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}
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return !worldHandler.Hero.VitalStats.IsDead;
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}),
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new(new List<BaseState.Type>{BaseState.Type.FindGuard}, BaseState.Type.MoveToTarget, (worldHandler, config, state) => {
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if (worldHandler.Hero == null) {
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return false;
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}
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return worldHandler.Hero.Target != null;
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}),
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new(new List<BaseState.Type>{BaseState.Type.MoveToTarget}, BaseState.Type.Idle, (worldHandler, config, state) => {
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if (worldHandler.Hero == null) {
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return false;
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}
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return worldHandler.Hero.Target == null;
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}),
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new(new List<BaseState.Type>{BaseState.Type.MoveToTarget}, BaseState.Type.AttackGuard, (worldHandler, config, state) => {
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if (worldHandler.Hero == null) {
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return false;
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}
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if (worldHandler.Hero.Target == null)
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{
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return false;
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}
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var distance = worldHandler.Hero.Transform.Position.HorizontalDistance(worldHandler.Hero.Target.Transform.Position);
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var expectedDistance = config.Deleveling.AttackDistance;
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return distance < expectedDistance;
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}),
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new(new List<BaseState.Type>{BaseState.Type.AttackGuard}, BaseState.Type.FindGuard, (worldHandler, config, state) => {
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if (worldHandler.Hero == null) {
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return false;
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}
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if (worldHandler.Hero.Target == null)
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{
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return true;
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}
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var distance = worldHandler.Hero.Transform.Position.HorizontalDistance(worldHandler.Hero.Target.Transform.Position);
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var expectedDistance = config.Deleveling.AttackDistance;
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return distance >= expectedDistance;
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}),
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new(new List<BaseState.Type>{BaseState.Type.Idle}, BaseState.Type.FindGuard, (worldHandler, config, state) => {
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if (worldHandler.Hero == null) {
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return false;
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}
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return worldHandler.Hero.ExperienceInfo.Level > config.Deleveling.TargetLevel;
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}),
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};
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}
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return transitions;
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}
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private List<TransitionBuilderInterface.Transition> transitions = new List<TransitionBuilderInterface.Transition>();
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}
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}
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